Advanced Players Guide | Rules | Core Classes | Cleric | Subdomains

Subdomains

Presented in the section below are new rules for subdomains—more specific focuses for clerical worship and power that allow players greater flexibility in customizing their characters. Every domain has a number of subdomains associated with it (see Table: Subdomains for a complete list). Each subdomain replaces a granted power and a number of spells in the domain's granted spell list. Spells marked with an asterisk (*) are detailed in Chapter 5 of this book. A cleric who chooses a subdomain must have access to both the domain and its subdomain from her deity. If a cleric selects a subdomain, she cannot select its associated domain as her other domain choice (in effect, the subdomain replaces its associated domain). Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on domains. If a subdomain has two associated domains, the cleric can only select the subdomain for one of her domains. Subdomains can be selected by Druids (except the metal subdomain) and inquisitors (if their deity allows it).

If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's cleric level + her Wisdom modifier.

Table: Subdomains

Table: Subdomains
DomainSubdomains
AirCloud, Wind
AnimalFeather, Fur
ArtificeConstruct, Toil
ChaosAzata, Demon, Protean
CharmLove, Lust
CommunityFamily, Home
DarknessLoss, Night
DeathMurder, Undead
DestructionCatastrophe, Rage
EarthCaves, Metal
EvilDaemon, Demon, Devil
FireAsh, Smoke
GloryHeroism, Honor
GoodAgathion, Archon, Azata
HealingRestoration, Resurrection
KnowledgeMemory, Thought
LawArchon, Devil, Inevitable
LiberationFreedom, Revolution
LuckCurse, Fate
MadnessInsanity, Nightmare
MagicArcane, Divine
NobilityLeadership, Martyr
PlantDecay, Growth
ProtectionDefense, Purity
ReposeAncestors, Souls
RuneLanguage, Wards
StrengthFerocity, Resolve
SunDay, Light
TravelExploration, Trade
TrickeryDeception, Thievery
WarBlood, Tactics
WaterIce, Oceans
WeatherSeasons, Storms

Agathion Subdomain

Associated Domain

Good.

Replacement Power

The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.

Protective Aura

At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Replacement Domain Spells

1st—shield of faith, 3rd—tongues, 6th—planar ally (agathions only).

Ancestors Subdomain

Associated Domain

Repose.

Replacement Power

The following granted power replaces the ward against death power of the Repose domain.

Speak With Dead

At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Replacement Domain Spells

4th—rest eternal*, 6th—geas/quest.

Arcane Subdomain

Associated Domain

Magic.

Replacement Power

The following granted power replaces the hand of the acolyte power of the Magic domain.

Arcane Beacon

As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells

1st level—magic aura, 4th—arcane eye, 6th—analyze dweomer.

Archon Subdomain (Good)

Associated Domain

Good.

Replacement Power

The following granted power replaces the holy lance power of the Good domain. Archons are a race of lawful good outsiders.

Aura of Menace

At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Replacement Domain Spells

1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).

Archon Subdomain (Law)

Associated Domain

Law.

Replacement Power

The following granted power replaces the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Aura of Menace

At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Replacement Domain Spells

1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).

Ash Subdomain

Associated Domain

Fire.

Replacement Power

The following granted power replaces the fire resistance power of the Fire domain.

Wall of Ashes

At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Replacement Domain Spells

7th—disintegrate, 9th—fiery body*.

Azata Subdomain (Chaos)

Associated Domain

Chaos.

Replacement Power

The following granted power replaces the touch of chaos power of the Chaos domain. Azatas are a race of chaotic good outsiders.

Elysium's Call

With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells

1st—expeditious retreat, 3rd—fly, 6th—planar ally (azata only).

Azata Subdomain (Good)

Associated Domains

Good.

Replacement Power

The following granted power replaces the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Elysium's Call

With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells

1st—expeditious retreat, 3rd—fly, 6th—planar ally (azata only).

Blood Subdomain

Associated Domain

War.

Replacement Power

The following granted power replaces the weapon master power of the War domain.

Wounding Blade

At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Replacement Domain Spells

3rd—vampiric touch, 5th—wall of thorns, 7th—inflict serious wounds (mass).

Catastrophe Subdomain

Associated Domain

Destruction.

Replacement Power

The following granted power replaces the destructive aura power of the Destruction domain.

Deadly Weather

At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM's discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.

Replacement Domain Spells

2nd—gust of wind, 3rd—call lightning, 7th—control weather.

Caves Subdomain

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